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[February 11 Beta] New weapons
Created 12th February 2011 @ 01:04
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Full list: http://forums.steampowered.com/forums/showthread.php?t=1629850
— February 16, 2011 —
Gameplay:
The Quick-Fix’s uber (Megaheal) changed to allow self-damage forces (rocket jumping, etc)
New Medigun – The Quick-Fix:
Heal rate increased 50%
Uber charge rate increased 50%
Not able to overheal
Match the speed of any faster heal target
Uber effect: Megaheal
Heal rate increased 3x on heal target
Heal target and medic immune to stun and damage forcesNew Flaregun – The Detonator:
Alt-fire detonates flare in flight
Does a small explosion that catches players on fire
20% explosion damage vulnerability
Discuss what you think about the most recent changes to the tf2 beta.
– keep your feedback constructive
– only comment if you have properly played the changes
– don’t get stuck in the thought that your way of fixing things is so much better, focus on the adjustments in the beta
– spam and off-topic posts will removed
tested out the flare gun & quick fix
quick fix description is wrong in game (says 100% chance of crits) and there is no description to what flare gun does (had to work that out)
travelling at scout speed as medic was interesting, fast heals but no uber make it an interesting choice (2 soldiers equalizer to mid, you heal scout everyone is there pretty fast)
no over heal, and no uber…. make it a risky choice, don’t see the point in mega heal, would be better to mini crit or short term uber IMO (like 50% of normal uber duration)
Perhaps it’s just late but the quickfix is perhaps the best way to improve this game, It removes the biggest stalemate in the game the uber. would be interesting to try a quickfix only 1 night cup, see how much better it is for spectators
Removing uber in favour of just more healing would kill any tactics and strategy revolving around pushes, the competitive game is pretty much based on using the uber to make plays. Plus if you have a medigun that can’t uber and the other team have an uber, you’re dead regardless of how much faster you heal other people.
Little to no viability in competitive in my opinion, if you can’t be invulnerable you need more killing power to get rid of their ability to become invulnerable (i.e. Kritz), the Quick-fix gives you neither.
The new flare gun allows you to flare jump, it’s useless though.
Quoted from Pie Are Squared
The new flare gun allows you to flare jump, it’s useless though.
the jumping part, but being able to explode a flare near someone and set them alight isn’t :)
btw, have ne got a beta server up?
I think the beta server was taken away due to nobody using it.
Could probably ask politely for it to come back.
Quoted from Krimson
Removing uber in favour of just more healing would kill any tactics and strategy revolving around pushes, the competitive game is pretty much based on using the uber to make plays. Plus if you have a medigun that can’t uber and the other team have an uber, you’re dead regardless of how much faster you heal other people.
Little to no viability in competitive in my opinion, if you can’t be invulnerable you need more killing power to get rid of their ability to become invulnerable (i.e. Kritz), the Quick-fix gives you neither.
I’d like to see a soldier hit a medic AND a scout consistently (scout is being healed very very quickly) in an open area whilst being meatshotted. Only thing you can do in the position is uber and tbh they just could probably get away from you if you did as long as they stayed jumping around and shit. The perfect thing to make the other team pop though, scout+medic with that.
I think it’ll add something good to the game. Fair play to anyone that can use it and win.
is the medic also megahealed while using the “uber” from the new healgun?
otherwise it would be easy just kill the medic and npnp.
Quoted from Tikcus
Perhaps it’s just late but the quickfix is perhaps the best way to improve this game, It removes the biggest stalemate in the game the uber. would be interesting to try a quickfix only 1 night cup, see how much better it is for spectators
exactly my thoughts.
So the medic cant overheal. And i am assuming he cant either when he is megahealing? Any focus fire will totally destroy the enemy team, regardless of uber or not. 125 hp wouldnt stand two rockets fired at the same time. Even a 200 hp soldier wouldnt survive the damage output. Let alone if the demoman is in the fight. I would say that having no overheal is what makes it really hard to get a push going.
Quoted from Waster
So the medic cant overheal. And i am assuming he cant either when he is megahealing? Any focus fire will totally destroy the enemy team, regardless of uber or not. 125 hp wouldnt stand two rockets fired at the same time. Even a 200 hp soldier wouldnt survive the damage output. Let alone if the demoman is in the fight. I would say that having no overheal is what makes it really hard to get a push going.
True, it kind of depends on the healing rate though.
from the top of my head it would be: 24+12=36 by default and with megaheal *3=108 heal/s.
If running the quick fix, and the opposition uber into you, you can heal a scout and try and get away at scout speed, and since you can’t overhead running a heavy seemed more viable than a 2nd soldier
Quoted from Ghent
you cant rocketjump when being “ubered” by the new medigun.
true, im sure that’s just a bug with valves laziness though, surely it cant be intentional :o
on topic, really interesting changes quick fix is great but feels very pub orientated and situational, the overheal is just such a strong ability, and ubers are basically what the whole comp game is about.
MNM!
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